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Re: Milkshape 3D Ok. Well, first I do hope that you guys are finding these comments helpful and not just a waist of time, :cheers: but anyway, about the repairSide = 0 command… Personally I don’t use it. I think it’s yet another command that in fact does nothing in the game because it’s hard coded in A2. But about the h_repair label, I’ve never used that either, I always go from h_harpoints, and then add a joint named like h_hp02, then from that, add another joint and leave it as joint3 or whatever. Then in the odf, I use the repairHardpoint = "hp02" command. But indeed, joint3 would point roughly in the direction you want it to go. CDP, peculiar… :wiener: Well you’re welcome to PM me and I’ll send you my e-mail so I can take a look at the file for you. (It speeds up troubleshooting.) Or post a picture or something. But remember, my philosophy is, rather than give the man a fish so he can eat today, teach him how to fish, so he can eat the rest of his life! heh, anyway, since the import tool was used to load the stock sod, I would treat it as a conversion. So the following technique may help: Ok, so there’s usually only one group and one material in a stock sod, so... Click on the Groups tab and select the group. (mesh should turn red) Then go to the Materials tab and look at the texture there. Look at the file name it is using. (Should be to the left of the top None button) Then click the texture and click delete. The texture should then disappear from the list. Click New and Rename the material if you want to. Then click the top <none> button and select the same texture file. Now click Assign. The mesh will retain the same application coordinates, so the model should then resume with the same look, hopefully bug free. (SSA, I tried this with your Hideki, no difference, fyi to save you the time, it’s the tga I believe.) :smokin: If that doesn’t work, there are other things you can try with the mesh. I’ll try to check back, but honestly, my computer is acting up, so I may not be back as often. Hopefully it will behave like now, Good Luck guys! :Pc: |
Re: Milkshape 3D Thanks Slider, I'll have a play about with Milkshape later on when I've got some stuff out the way - I'm sure me and DCP will let you know if we have any more problems :) PS: We aren't wasting your time, don't worry :p |
Re: Milkshape 3D thanx i'll have a play tonite, i'll send you a pm with my e-mail address if this don't solve the problem, and i agree totaly with you about teaching me to fish! lol the more modders we can get into the comunity the better |
Re: Milkshape 3D Indeed, when we get some new guys on, we should be able to get some designs pumping out. |
Re: Milkshape 3D okay i'd did that, and your going to love this, the texture are appled to the inside of the moddle so as when you are looking at the modle, the texture you see is of the oposid side. inorder to see the side that you were looking at you must rotate the modle 180 dec. you can't realy see this in a sreen shot, so i havn't taken one, but this is strangle! lol and inside out texture ship! |
Re: Milkshape 3D CDP, I believe I may (emphasise on may) know a way around this... 1) Select all the joints (the lot of them) by either selecting the groups one by one, or to drag and select them. 2) Third option along (on the top menu) you have "Vertex" go to that and then select the "Weild Together" tool. I believe this is the correct tool to use, if not, try the "Snap To Grid" or "Snap Together". 3) If this doesn't work, scream at Milkshape 3D and tell it that your going to kill it. Hopefully it will suddenly start working! ;) |
Re: Milkshape 3D i wouldn't press snap to together or snap to grid. that is if you like your model. |
Re: Milkshape 3D DONT PRESS SNAP TO GRID, OR SNAP TOGETHER :p Press "Weild Together" :nodding: - I've just tried what you said "don't do" Ryan! lol - A funny turnout... |
:dropsjaw: :clueless: :micro: i am currently screeming at Milkshape 3D and tell it that im going to kill it!!!! :cort: EDIT: i found the proble, some of the vertex's are reversed, but not all of them, and it's not all the one's on, say for example, on the nessel, it may be 3 or 4 of them, which makes finding the one's to revers very difficult! and i have not idea how they got like that, it happens on every stock modle as soon as i start playing with it. Just thought I'd merge your posts, it seemed to make sense :) - J7 *could you merge this to it as well please, thx* Does anyone know why when you export a ship from milkspahe to sod formate you get a loss in quolity on the textures, or atleast id do? plus can this be sorted anyway as it's begining to bug me,? PS i still dnt understand why some vertex's invert on me?????? but screeming seems to help! lol |
Re: Milkshape 3D Hi, heh, well, first, I meant I hope reading my comments is not a waist of your time. Heh, anyway, the second laugh, is snap together, heh, and instantly, your model is reduced to a single point! Anyway, down to business. Again, sounds peculiar CDP. Which model are you working on? And you say it does it on other models? What version of milkshape are you using? I have 1.6.2, and I have run into some messed up meshes, but the texture assignment is usually ok. Ok, so here’s what else you can try. The weld together bit was a good start. Select the entire model by pressing Crtl-A Weld everything together by pressing Crtl-W Now, assuming there is only one group, press Crtl-D to duplicate the selection. Then you can click on the Groups tab and click on the duplicate group and click hide. Now press Ctrl-A and then delete. The duplicated group should be the only one left, unhide and select it. Then click on the materials tab and click Assign on the material. The mesh should have the same texture look, but the face shading and vertexes should be cleaner. Also, either rename the m_mesh joint to match the group, or rename the group back to what it was. That’s about all I can say without looking at it. But tell me what ship it is and I’ll load it up and see what happens. Good luck! |
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